Let's make a butterfly from the following steps. 1) Choose 128x8 of TORUS by New on the File menu. 2) Make a doughnut-like disk in ROKURO mode. 3) Make the state where the feather of the butterfly is going up in ROKURO mode. 4) Make the state where I chose the section which I edit in ROKURO mode, and the feather of the butterfly has fallen. 5) Choose the section which becomes a standard of movement toward the upper and lower sides of feather in ROKURO mode. 6) Smooth on the basis of the section selected by Folder. 7) Maximize and save. 8) Make the texture of a butterfly. 9) Upload a sculpt map file and a texture to an in world. 10) Apply the uploaded file to an object and add a script.

Boot TATARA and choose New on the File menu.

In the dialog displayed, choose 128x8 of TORUS and click the OK button.

To rearrange the gray circle control points automatically, set Edit Level at the lower left of an edit pane as Middle.

As follows, set Grid on the View menu as 8.

As follows, choose all the control points with ROKURO mode.

Choose Horizontal Align on the pop up menu which right-clicked the edit pane. Then, an object becomes flat, and since Edit Level is Middle, gray circle control points are rearranged automatically.

Drag as follows the left end of the control point by which range selection was made, and make width into two units.

Move the control point selected as follows at a level with a right end.

A preview pane is displayed as follows.

Let's make the section which the feather of the butterfly is going up.

Choose the control points of the square of the both ends shown as follows in red area.

As follows, move one unit of selected control points upwards.

A preview pane is displayed as follows.

Let's make the section in which the feather of the butterfly fell and smooth an up-and-down section.

Choose Select None on the Sides menu and set it as the object of edit of only the displayed section.

Choose Custom on the Sides menu.

Check all the "00" and "80" of the list box on the left-hand side of the dialog displayed, and click the Close button.

A preview pane is displayed as follows. The selected sections are displayed as red lines.

As follows, move the control points of the selected both ends under 2 units.

Only the control point of the both ends of the selected section falls. A preview is displayed as follows.

Let's use the section selected by Folder on the Side menu as keys, and smooth the object.

To add the section used as keys, choose Custom on the Sides menu again.

Check all the "40" and "C0" of the list box on the left-hand side of the dialog displayed, and click the Close button.

A preview is displayed as follows.The selected sections are displayed as red lines.

Choose Folder on the Sides menu.

Then, the control point of the sections which are not chosen are smoothly rearranged by using the selected section as the keys.

Let's check Setup before saving it. Choose Setup on the File menu.

Set TGA Save Size as 64x64 in the displayed dialog. And let's check the following items. -Copy Protection by transparent When a Prim is modified, you can make it transparent to prevent the texture from being copied by screen capture. -Auto Maximize The object saved when you save a sculpt map file is maximized automatically. If you check Auto Rename, overwrite of a sculpt-map file is prevented.

Choose labeled for commercial reuse with modification of the item Usage Rights, and it is butterfly to related to all of the words.Input and click the Google Search button. I used the photograph of Sam Pullara in Wikipedia Commons from search results.

Thank you, Sam Pullara.

Process it as follows with your graphic tool. Set the height of the picture to 64px.

Furthermore, copy this image and make the following images of 2048x128. The 2nd copied butterfly is arranged on the back side of an object.

The texture was completed.

Let's upload the sculpt-map file and texture to the in-world.

When you upload a sculpt-map file, be sure to choose Upload Image. It costs 10L$ to upload one Sculpt-Map file.

Choose Upload - Image (L$10) on the Build menu.

Check it by preview. Check Use lossless compression. In yellow area, since the object of Torus is previewed by Sphere, Stitching Type is displayed.

Upload a texture file similarly.

Set Building Block Type of an object to Sculpted. And apply the sculpt map uploaded to it. And set Stitching Type as Torus.